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I applied a brushed aluminum texture created with the help of
http://tag.povray.org/povQandT/languageQandT.html#blurredreflection to a box.
It looks quite nice on the front face, but if I look at any other face of the
box, the texture is all wonky. Are there any tricks for using a texture that
depends on a stretched axis on multiple faces?
Also, sometimes I find that the renderer completely hangs if I turn up the blur
samples (originally it was at 40), I think it has to do with some CSG that I
was playing with (try removing a chunk of the box from the bottom face).
Here is the entire file:
#include "colors.inc"
#include "metals.inc"
camera {
location <0, 3, -10>
look_at 0
}
light_source {
<6, 9, -8>, White
}
#declare BlurAmount = .2;
#declare BlurSamples = 1;
#declare T_BrushedAluminum = texture {
average texture_map {
#declare Ind = 0;
#declare S = seed(0);
#while (Ind < BlurSamples)
[0.0 T_Silver_3D
normal {
bumps BlurAmount
translate <rand(S), rand(S), rand(S)> * 100
scale <2.5, 0.1, 0.1>
}
]
[0.05 T_Silver_3D
normal {
bumps BlurAmount
translate <rand(S), rand(S), rand(S)> * 100
scale <2.5, 0.1, 0.1>
}
]
[0.05 T_Chrome_1C
normal {
bumps BlurAmount
translate <rand(S), rand(S), rand(S)> * 100
scale <2.5, 0.1, 0.1>
}
]
[1.0 T_Chrome_1C
normal {
bumps BlurAmount
translate <rand(S), rand(S), rand(S)> * 100
scale <2.5, 0.1, 0.1>
}
]
#declare Ind = Ind + 1;
#end
}
}
// Set up an empty room, just so we have something to reflect
// Floor
plane {
y, -5
pigment { checker White Black }
finish { reflection .1 }
hollow
}
// Walls
plane {
z, 10
pigment { White }
hollow
}
plane {
x, -10
pigment { White }
hollow
}
plane {
x, 10
pigment { White }
hollow
}
box {
0, <4, 2, 1>
texture {
T_BrushedAluminum
}
translate <-2, 2, 0>
rotate <30, 10, 0>
}
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